Hello there. Currently loving playing doom on mobile with this app. However, there's currently a problem currently for two finger player. I spotted this bug when the first touch(touch[0]) pressed fire button and move it around, it will behave like mouse as intended. However, when touch[0] press fire button and touch[1] touch mouse look area and swipe around it, the mouse look will controlled by touch[1] while the gun still firing because touch[0] is not released yet. The problem comes when touch[1] is released, the mouse look will not move anymore with touch[0] because mouse look was set to touch[1] and touch[1] has been released. This become a problem especially when palm hand accidentally touches the screen while firing, thus register it as touch[1] mouse look. I can offer a solution for this:
Make a bool in the option named lockMouseLookOnTouch and touch variable called currentMouseLookTouch.
If lockMouseLookOnTouch enabled, currentMouseLookTouch will register the first touch that contacts with mouse look area, and will set as null if that touch is released. You can use currentMouseLookTouch variable as mouse look if it's not null. That way, it will prevent accidental mouse look switch to other accidental touch register such as hand palm.
I'll try to clone this project and fix it for temporarily and hoping that i will succeed fixing and building this app, although I'm very new with android studio/eclipse/other IDE and only have experience on Unity. I also tried to fix quake android sourceport but no luck for now as some of them are just deprecated and hard for me to make them adjusted to newer android project and API.
(If there's a hint on ide/tools or touch control, it would be helpful. Otherwise, it's okay I'll use it as training somehow)
Also how bad was the deprecation and how much is the difficulty to migrate this project to Android Studio? I would love to try preserve this software with newer android API if possible from fork.
Hello there. Currently loving playing doom on mobile with this app. However, there's currently a problem currently for two finger player. I spotted this bug when the first touch(
touch[0]
) pressed fire button and move it around, it will behave like mouse as intended. However, whentouch[0]
press fire button andtouch[1]
touch mouse look area and swipe around it, the mouse look will controlled bytouch[1]
while the gun still firing becausetouch[0]
is not released yet. The problem comes whentouch[1]
is released, the mouse look will not move anymore withtouch[0]
because mouse look was set totouch[1]
andtouch[1]
has been released. This become a problem especially when palm hand accidentally touches the screen while firing, thus register it astouch[1]
mouse look. I can offer a solution for this:Make a bool in the option named
lockMouseLookOnTouch
and touch variable calledcurrentMouseLookTouch
.If
lockMouseLookOnTouch
enabled,currentMouseLookTouch
will register the first touch that contacts with mouse look area, and will set as null if that touch is released. You can usecurrentMouseLookTouch
variable as mouse look if it's notnull
. That way, it will prevent accidental mouse look switch to other accidental touch register such as hand palm.I'll try to clone this project and fix it for temporarily and hoping that i will succeed fixing and building this app, although I'm very new with android studio/eclipse/other IDE and only have experience on Unity. I also tried to fix quake android sourceport but no luck for now as some of them are just deprecated and hard for me to make them adjusted to newer android project and API.
(If there's a hint on ide/tools or touch control, it would be helpful. Otherwise, it's okay I'll use it as training somehow)